﻿// For an introduction to the Blank template, see the following documentation:
// http://go.microsoft.com/fwlink/?LinkId=232509
(function () {
    "use strict";

    WinJS.Binding.optimizeBindingReferences = true;

    var app = WinJS.Application;
    var activation = Windows.ApplicationModel.Activation;
    var canvas, context;
    var gameStage;
    var preload;
    var logoScreenImage, logoScreenBitmap;
    var newGame = true;
    var player;
    var floorImage, floorBitmap;
    var playerIdleImage, playerIdleBitmap;
    var scaleW = window.innerWidth / 1366;
    var scaleH = window.innerHeight / 768;
    var ghostImage, ghostBitmap;
    var ghosts = [];
    var ghostSpeed = 1.0
    var timeToAddNewGhost = 0;
    var isGameOver = false;
    var scoreText;
    var playerScore = 0
    




    app.onactivated = function (args) {
        if (args.detail.kind === activation.ActivationKind.launch) {
            if (args.detail.previousExecutionState !== activation.ApplicationExecutionState.terminated) {
                // TODO: This application has been newly launched. Initialize
                // your application here.
            } else {
                // TODO: This application has been reactivated from suspension.
                // Restore application state here.
            }
            args.setPromise(WinJS.UI.processAll());
        }
    };

// The player class
function Player() {
this.positionX = window.innerWidth / 2;
this.positionY = window.innerHeight / 2;
this.targetX = this.positionX;
this.targetY = this.positionY;
this.width = playerIdleBitmap.image.width * scaleW;
this.height = playerIdleBitmap.image.height * scaleH;
}

function Ghost(gfx) {
this.positionX = Math.random() * 5000 - 2500;
this.positionY = Math.random() * 3000 - 1500;
this.setStartPosition = function () {
 if (this.positionX >= 0 && this.positionX <= window.innerWidth) {
this.positionX = -500;
}
 if (this.positionY >= 0 && this.positionY <= window.innerHeight) {
this.positionY = -500;
}
}
this.targetX = 0;
this.targetY = 0;
this.move = function (tX, tY) {
this.targetX = tX;
this.targetY = tY;
 if (this.targetX > this.positionX) {
this.positionX += ghostSpeed;
}
if (this.targetX < this.positionX) {
this.positionX -= ghostSpeed;
}
if (this.targetY > this.positionY) {
this.positionY += ghostSpeed;
}
if (this.targetY < this.positionY) {
this.positionY -= ghostSpeed;
}
};
this.isCollision = function (playerX, playerY, playerW, playerH) {
var centerX = this.positionX + (this.ghostBitmap.image.width * scaleW / 2);
var centerY = this.positionY + (this.ghostBitmap.image.height * scaleH / 2);
if ((centerX >= playerX - playerW / 2) && (centerX < playerX + playerW / 2)) {
if ((centerY >= playerY - playerH / 2) && (centerY < playerY + playerH / 2)) {
return true;
}
}
 return false;
}
this.ghostBitmap = gfx;
}




    function pointerUp(event) {
        if (newGame) {
            newGame = false;
        }
        else {
        player.targetX = event.x;
        player.targetY = event.y;
        }
    }

    function pointerDown(event) {
    if (newGame) {
    }
    else {
    player.targetX = event.x;
    player.targetY = event.y;
    }
    }

    function pointerMove(event) {
    if (newGame) {
    }
    else {
    player.targetX = event.x;
    player.targetY = event.y;
    }
    }


    function initialize() {
    canvas = document.getElementById("gameCanvas");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    context = canvas.getContext("2d");
    canvas.addEventListener("MSPointerUp", pointerUp, false);    
    canvas.addEventListener("MSPointerMove", pointerMove, false);
    canvas.addEventListener("MSPointerDown", pointerDown, false);

    gameStage = new createjs.Stage(canvas);
    loadContent();
    }

 
function loadContent() {
        
        preload = new createjs.PreloadJS();
        preload.onComplete = prepareStage;
        var manifest = [
        { id: "logoScreen", src: "images/GFX/LogoScreen.png" },
        { id: "floor", src: "images/GFX/floor.png" },
        { id: "ghost", src: "images/GFX/Ghost.png" },
         { id: "playerIdle", src: "images/GFX/PlayerIdle.png" }
        ];
        preload.loadManifest(manifest);
    }

    function prepareStage() {
    logoScreenImage = preload.getResult("logoScreen").result;
    logoScreenBitmap = new createjs.Bitmap(logoScreenImage);
    logoScreenBitmap.scaleX = scaleW;
    logoScreenBitmap.scaleY = scaleH;
    gameStage.addChild(logoScreenBitmap);
    logoScreenImage = preload.getResult("logoScreen").result;
    logoScreenBitmap = new createjs.Bitmap(logoScreenImage);
    logoScreenBitmap.scaleX = scaleW;
    logoScreenBitmap.scaleY = scaleH;
    gameStage.addChild(logoScreenBitmap);

    floorImage = preload.getResult("floor").result;
    floorBitmap = new createjs.Bitmap(floorImage);
    floorBitmap.visible = false;
    floorBitmap.scaleX = scaleW;
    floorBitmap.scaleY = scaleH;
    gameStage.addChild(floorBitmap);

    playerIdleImage = preload.getResult("playerIdle").result;
    playerIdleBitmap = new createjs.Bitmap(playerIdleImage);
    playerIdleBitmap.visible = false;
    playerIdleBitmap.scaleX = scaleW;
    playerIdleBitmap.scaleY = scaleH;
    gameStage.addChild(playerIdleBitmap);
    ghostImage = preload.getResult("ghost").result

    scoreText = new createjs.Text("Score: " + playerScore, "30px sans-serif", "yellow");
    scoreText.x = canvas.width / 2 - (scoreText.getMeasuredWidth() * scaleW / 2);
    scoreText.scaleX = scaleW;
    scoreText.scaleY = scaleH;
    scoreText.y = 30 * scaleH;
    scoreText.visible = false;
    gameStage.addChild(scoreText);


    player = new Player();
    createjs.Ticker.setInterval(window.requestAnimationFrame);
    createjs.Ticker.addListener(gameLoop);

}


   function gameLoop() {
       update();
        draw();
   }

    function update() {
    if(newGame) {
    logoScreenBitmap.visible = true;
    playerIdleBitmap.visible = false;
    floorBitmap.visible = false;
    scoreText.visible = false;
    }
    else {
        if (isGameOver) {
            isGameOver = false;
            newGame = true;
            playerScore = 0;
            ghosts.length = 0;
            gameStage.addChild(scoreText);
        gameStage.clear();
        gameStage.addChild(logoScreenBitmap);
        gameStage.addChild(floorBitmap);
        gameStage.addChild(playerIdleBitmap);
        gameStage.addChild(scoreText);
        gameStage.update();
        }
        logoScreenBitmap.visible = false;
        playerIdleBitmap.visible = true;
        floorBitmap.visible = true;
        scoreText.visible = true;


    }
    if (player.targetX > player.positionX) {
    player.positionX += 3;
    }
    if (player.targetX < player.positionX) {
    player.positionX -= 3;
    }
    if (player.targetY > player.positionY) {
    player.positionY += 3;
    }
    if (player.targetY < player.positionY) {
    player.positionY -= 3;
    }
    playerIdleBitmap.x = player.positionX - (player.width / 2);
    playerIdleBitmap.y = player.positionY - (player.height / 2);
    playerScore += 1;
    scoreText.text = ("Score: " + playerScore);

    timeToAddNewGhost -= 1;
    if (timeToAddNewGhost < 0) {
    timeToAddNewGhost = 1000
    ghosts.push(new Ghost(new createjs.Bitmap(ghostImage)));
    ghosts[ghosts.length - 1].setStartPosition();
    gameStage.addChild(ghosts[ghosts.length - 1].ghostBitmap);
    }
    for (var i = 0; i < ghosts.length; i++)
    {
    ghosts[i].ghostBitmap.x = ghosts[i].positionX;
    ghosts[i].ghostBitmap.y = ghosts[i].positionY;
    ghosts[i].ghostBitmap.visible = true;
    ghosts[i].move(player.positionX, player.positionY);
    isGameOver = ghosts[i].isCollision(player.positionX, player.positionY, player.width, player.height);
    if (isGameOver)   
    break;

}
}


   function draw() {
   gameStage.update();
   }


    app.oncheckpoint = function (args) {
        // TODO: This application is about to be suspended. Save any state
        // that needs to persist across suspensions here. You might use the
        // WinJS.Application.sessionState object, which is automatically
        // saved and restored across suspension. If you need to complete an
        // asynchronous operation before your application is suspended, call
        // args.setPromise().
    };
    document.addEventListener("DOMContentLoaded", initialize, false);
    app.start();
})();
